For one, Ninjask doesn't run any attacking moves in OU, simply because it's too fast to be Taunted, though it can get screwed by it just the same:
-Substitute
-Baton Pass
-Protect
-Swords Dance/Toxic
Nature: Bold
EVs: 248 HP/236 Def/24 Spe
Item: Leftovers/Mental Herb
Ability: Speed Boost

Lucario literally has no reason to use Earthquake, as it's redundant with Close Combat. Pure physical sets are also preferred:
-Swords Dance (in the event that Ninjask has no time to pass Attack boosts to it)
-Close Combat
-ExtremeSpeed
-Crunch/Ice Punch/Bullet Punch
Nature: Adamant/Jolly
EVs: 4 HP/252 Atk/252 Spe
Item: Life Orb

Espeon is basically mandatory on Baton Pass teams in order to prevent most status moves from screwing it over; this can go over Skarmory to alleviate the need of a hazard setter, though you need good prediction skills to do this effectively:
-Calm Mind
-Stored Power
-Hidden Power (Fighting)
-Baton Pass
Nature: Timid
EVs: 252 HP/4 SAtk/252 Spe
Item: Leftovers
Ability: Magic Bounce

If you want to keep Skarmory, the fourth move slot should go to an entry hazard (Spikes or Stealth Rock). Brave Bird is also the better option over Drill Peck due to the extra power (the recoil can be healed later with Roost):
-Stealth Rock/Spikes
-Whirlwind
-Roost
-Brave Bird/Taunt
Nature: Impish/Careful
Evs: 224 HP/252 Def/32 Def or 224 HP/32 Def/252 SDef
Item: Leftovers/Shed Shell
Ability: Sturdy

While Electivire has good coverage, the lack of high base power moves outside of Wild Charge seriously hinders it. Other strong attackers to consider are Breloom, Salamence, Hydreigon, Garchomp, and Infernape.